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https://github.com/dolphin-emu/dolphin.git
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big changes here:
- Eliminate the useless check for cpu modifications option from efb to ram as it must be enabled always - use constant names in dx11 for buffer length calculation instead to simplify code reading - implemented scaled efb copy in opengl, still bugy in some games, the option is not in the gui but will add it when it works perfect - Change the depth calculation behavior: if the game use z textures is exactly the same as before. if the game do not use z texture calculate z values in the vertex shader. the advantage id this approach is that early z culling is applied, improving fill rate. this mus speed up things, even with ssaa and msaa enabled. please test for regression and enjoy. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5896 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -37,7 +37,7 @@
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
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static float GC_ALIGNED16(lastVSconstants[C_FOGPARAMS + 8][4]);
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static float GC_ALIGNED16(lastVSconstants[C_VENVCONST_END][4]);
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#define MAX_SSAA_SHADERS 3
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static LPDIRECT3DVERTEXSHADER9 SimpleVertexShader[MAX_SSAA_SHADERS];
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@ -218,7 +218,7 @@ void VertexShaderCache::Clear()
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iter->second.Destroy();
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vshaders.clear();
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for (int i = 0; i < (C_FOGPARAMS + 8) * 4; i++)
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for (int i = 0; i < (C_VENVCONST_END * 4); i++)
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lastVSconstants[i / 4][i % 4] = -100000000.0f;
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memset(&last_vertex_shader_uid, 0xFF, sizeof(last_vertex_shader_uid));
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}
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